Source: \core\textures\Texture.js
import BaseTexture from './BaseTexture';
import VideoBaseTexture from './VideoBaseTexture';
import TextureUvs from './TextureUvs';
import EventEmitter from 'eventemitter3';
import { Rectangle } from '../math';
import { TextureCache, BaseTextureCache, getResolutionOfUrl } from '../utils';
/**
* A texture stores the information that represents an image or part of an image. It cannot be added
* to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided
* then the whole image is used.
*
* You can directly create a texture from an image and then reuse it multiple times like this :
*
* ```js
* let texture = PIXI.Texture.fromImage('assets/image.png');
* let sprite1 = new PIXI.Sprite(texture);
* let sprite2 = new PIXI.Sprite(texture);
* ```
*
* Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.
* You can check for this by checking the sprite's _textureID property.
* ```js
* var texture = PIXI.Texture.fromImage('assets/image.svg');
* var sprite1 = new PIXI.Sprite(texture);
* //sprite1._textureID should not be undefined if the texture has finished processing the SVG file
* ```
* You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.
*
* @class
* @extends EventEmitter
* @memberof PIXI
*/
export default class Texture extends EventEmitter
{
/**
* @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from
* @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show
* @param {PIXI.Rectangle} [orig] - The area of original texture
* @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture
* @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}
*/
constructor(baseTexture, frame, orig, trim, rotate)
{
super();
/**
* Does this Texture have any frame data assigned to it?
*
* @member {boolean}
*/
this.noFrame = false;
if (!frame)
{
this.noFrame = true;
frame = new Rectangle(0, 0, 1, 1);
}
if (baseTexture instanceof Texture)
{
baseTexture = baseTexture.baseTexture;
}
/**
* The base texture that this texture uses.
*
* @member {PIXI.BaseTexture}
*/
this.baseTexture = baseTexture;
/**
* This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,
* irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)
*
* @member {PIXI.Rectangle}
*/
this._frame = frame;
/**
* This is the trimmed area of original texture, before it was put in atlas
*
* @member {PIXI.Rectangle}
*/
this.trim = trim;
/**
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
*
* @member {boolean}
*/
this.valid = false;
/**
* This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
*
* @member {boolean}
*/
this.requiresUpdate = false;
/**
* The WebGL UV data cache.
*
* @member {PIXI.TextureUvs}
* @private
*/
this._uvs = null;
/**
* This is the area of original texture, before it was put in atlas
*
* @member {PIXI.Rectangle}
*/
this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);
this._rotate = Number(rotate || 0);
if (rotate === true)
{
// this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures
this._rotate = 2;
}
else if (this._rotate % 2 !== 0)
{
throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');
}
if (baseTexture.hasLoaded)
{
if (this.noFrame)
{
frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height);
// if there is no frame we should monitor for any base texture changes..
baseTexture.on('update', this.onBaseTextureUpdated, this);
}
this.frame = frame;
}
else
{
baseTexture.once('loaded', this.onBaseTextureLoaded, this);
}
/**
* Fired when the texture is updated. This happens if the frame or the baseTexture is updated.
*
* @event update
* @memberof PIXI.Texture#
* @protected
*/
this._updateID = 0;
/**
* Extra field for extra plugins. May contain clamp settings and some matrices
* @type {Object}
*/
this.transform = null;
/**
* The id under which this Texture has been added to the texture cache. This is
* automatically set in certain cases, but may not always be accurate, particularly if
* the texture is in the cache under multiple ids.
*
* @member {string}
*/
this.textureCacheId = null;
}
/**
* Updates this texture on the gpu.
*
*/
update()
{
this.baseTexture.update();
}
/**
* Called when the base texture is loaded
*
* @private
* @param {PIXI.BaseTexture} baseTexture - The base texture.
*/
onBaseTextureLoaded(baseTexture)
{
this._updateID++;
// TODO this code looks confusing.. boo to abusing getters and setters!
if (this.noFrame)
{
this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
else
{
this.frame = this._frame;
}
this.baseTexture.on('update', this.onBaseTextureUpdated, this);
this.emit('update', this);
}
/**
* Called when the base texture is updated
*
* @private
* @param {PIXI.BaseTexture} baseTexture - The base texture.
*/
onBaseTextureUpdated(baseTexture)
{
this._updateID++;
this._frame.width = baseTexture.width;
this._frame.height = baseTexture.height;
this.emit('update', this);
}
/**
* Destroys this texture
*
* @param {boolean} [destroyBase=false] Whether to destroy the base texture as well
*/
destroy(destroyBase)
{
if (this.baseTexture)
{
if (destroyBase)
{
// delete the texture if it exists in the texture cache..
// this only needs to be removed if the base texture is actually destroyed too..
if (TextureCache[this.baseTexture.imageUrl])
{
delete TextureCache[this.baseTexture.imageUrl];
}
this.baseTexture.destroy();
}
this.baseTexture.off('update', this.onBaseTextureUpdated, this);
this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);
this.baseTexture = null;
}
this._frame = null;
this._uvs = null;
this.trim = null;
this.orig = null;
this.textureCacheId = null;
this.valid = false;
for (const prop in TextureCache)
{
if (TextureCache[prop] === this)
{
delete TextureCache[prop];
}
}
}
/**
* Creates a new texture object that acts the same as this one.
*
* @return {PIXI.Texture} The new texture
*/
clone()
{
return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);
}
/**
* Updates the internal WebGL UV cache.
*
* @protected
*/
_updateUvs()
{
if (!this._uvs)
{
this._uvs = new TextureUvs();
}
this._uvs.set(this._frame, this.baseTexture, this.rotate);
this._updateID++;
}
/**
* Helper function that creates a Texture object from the given image url.
* If the image is not in the texture cache it will be created and loaded.
*
* @static
* @param {string} imageUrl - The image url of the texture
* @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values
* @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.
* @return {PIXI.Texture} The newly created texture
*/
static fromImage(imageUrl, crossorigin, scaleMode, sourceScale)
{
let texture = TextureCache[imageUrl];
if (!texture)
{
texture = new Texture(BaseTexture.fromImage(imageUrl, crossorigin, scaleMode, sourceScale));
TextureCache[imageUrl] = texture;
}
return texture;
}
/**
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param {string} frameId - The frame Id of the texture in the cache
* @return {PIXI.Texture} The newly created texture
*/
static fromFrame(frameId)
{
const texture = TextureCache[frameId];
if (!texture)
{
throw new Error(`The frameId "${frameId}" does not exist in the texture cache`);
}
return texture;
}
/**
* Helper function that creates a new Texture based on the given canvas element.
*
* @static
* @param {HTMLCanvasElement} canvas - The canvas element source of the texture
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} The newly created texture
*/
static fromCanvas(canvas, scaleMode)
{
return new Texture(BaseTexture.fromCanvas(canvas, scaleMode));
}
/**
* Helper function that creates a new Texture based on the given video element.
*
* @static
* @param {HTMLVideoElement|string} video - The URL or actual element of the video
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} The newly created texture
*/
static fromVideo(video, scaleMode)
{
if (typeof video === 'string')
{
return Texture.fromVideoUrl(video, scaleMode);
}
return new Texture(VideoBaseTexture.fromVideo(video, scaleMode));
}
/**
* Helper function that creates a new Texture based on the video url.
*
* @static
* @param {string} videoUrl - URL of the video
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} The newly created texture
*/
static fromVideoUrl(videoUrl, scaleMode)
{
return new Texture(VideoBaseTexture.fromUrl(videoUrl, scaleMode));
}
/**
* Helper function that creates a new Texture based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}
* source - Source to create texture from
* @return {PIXI.Texture} The newly created texture
*/
static from(source)
{
// TODO auto detect cross origin..
// TODO pass in scale mode?
if (typeof source === 'string')
{
const texture = TextureCache[source];
if (!texture)
{
// check if its a video..
const isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null;
if (isVideo)
{
return Texture.fromVideoUrl(source);
}
return Texture.fromImage(source);
}
return texture;
}
else if (source instanceof HTMLImageElement)
{
return new Texture(BaseTexture.from(source));
}
else if (source instanceof HTMLCanvasElement)
{
return Texture.fromCanvas(source);
}
else if (source instanceof HTMLVideoElement)
{
return Texture.fromVideo(source);
}
else if (source instanceof BaseTexture)
{
return new Texture(source);
}
// lets assume its a texture!
return source;
}
/**
* Create a texture from a source and add to the cache.
*
* @static
* @param {HTMLImageElement|HTMLCanvasElement} source - The input source.
* @param {String} imageUrl - File name of texture, for cache and resolving resolution.
* @param {String} [name] - Human readible name for the texture cache. If no name is
* specified, only `imageUrl` will be used as the cache ID.
* @return {PIXI.Texture} Output texture
*/
static fromLoader(source, imageUrl, name)
{
const baseTexture = new BaseTexture(source, undefined, getResolutionOfUrl(imageUrl));
const texture = new Texture(baseTexture);
baseTexture.imageUrl = imageUrl;
// No name, use imageUrl instead
if (!name)
{
name = imageUrl;
}
// lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions
BaseTextureCache[name] = baseTexture;
TextureCache[name] = texture;
texture.textureCacheId = name;
// also add references by url if they are different.
if (name !== imageUrl)
{
BaseTextureCache[imageUrl] = baseTexture;
TextureCache[imageUrl] = texture;
}
return texture;
}
/**
* Adds a texture to the global TextureCache. This cache is shared across the whole PIXI object.
*
* @static
* @param {PIXI.Texture} texture - The Texture to add to the cache.
* @param {string} id - The id that the texture will be stored against.
*/
static addTextureToCache(texture, id)
{
if (!texture.textureCacheId)
{
texture.textureCacheId = id;
}
TextureCache[id] = texture;
}
/**
* Remove a texture from the global TextureCache.
*
* @static
* @param {string} id - The id of the texture to be removed
* @return {PIXI.Texture} The texture that was removed
*/
static removeTextureFromCache(id)
{
const texture = TextureCache[id];
delete TextureCache[id];
delete BaseTextureCache[id];
return texture;
}
/**
* The frame specifies the region of the base texture that this texture uses.
*
* @member {PIXI.Rectangle}
*/
get frame()
{
return this._frame;
}
set frame(frame) // eslint-disable-line require-jsdoc
{
this._frame = frame;
this.noFrame = false;
if (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
{
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '
+ `X: ${frame.x} + ${frame.width} > ${this.baseTexture.width} `
+ `Y: ${frame.y} + ${frame.height} > ${this.baseTexture.height}`);
}
// this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;
this.valid = frame && frame.width && frame.height && this.baseTexture.hasLoaded;
if (!this.trim && !this.rotate)
{
this.orig = frame;
}
if (this.valid)
{
this._updateUvs();
}
}
/**
* Indicates whether the texture is rotated inside the atlas
* set to 2 to compensate for texture packer rotation
* set to 6 to compensate for spine packer rotation
* can be used to rotate or mirror sprites
* See {@link PIXI.GroupD8} for explanation
*
* @member {number}
*/
get rotate()
{
return this._rotate;
}
set rotate(rotate) // eslint-disable-line require-jsdoc
{
this._rotate = rotate;
if (this.valid)
{
this._updateUvs();
}
}
/**
* The width of the Texture in pixels.
*
* @member {number}
*/
get width()
{
return this.orig.width;
}
/**
* The height of the Texture in pixels.
*
* @member {number}
*/
get height()
{
return this.orig.height;
}
}
function createWhiteTexture()
{
const canvas = document.createElement('canvas');
canvas.width = 10;
canvas.height = 10;
const context = canvas.getContext('2d');
context.fillStyle = 'white';
context.fillRect(0, 0, 10, 10);
return new Texture(new BaseTexture(canvas));
}
function removeAllHandlers(tex)
{
tex.destroy = function _emptyDestroy() { /* empty */ };
tex.on = function _emptyOn() { /* empty */ };
tex.once = function _emptyOnce() { /* empty */ };
tex.emit = function _emptyEmit() { /* empty */ };
}
/**
* An empty texture, used often to not have to create multiple empty textures.
* Can not be destroyed.
*
* @static
* @constant
*/
Texture.EMPTY = new Texture(new BaseTexture());
removeAllHandlers(Texture.EMPTY);
removeAllHandlers(Texture.EMPTY.baseTexture);
/**
* A white texture of 10x10 size, used for graphics and other things
* Can not be destroyed.
*
* @static
* @constant
*/
Texture.WHITE = createWhiteTexture();
removeAllHandlers(Texture.WHITE);
removeAllHandlers(Texture.WHITE.baseTexture);